Same here, no water, no human made maps. They are much better balanced. The map i built with your advanced ARMG was good, but i liked the originals more. I also tend to think that the AI performs better in those, but i could be wrong.

If MMH55_Utility_64 is to be supposed alternative to MMH55_64 unresolved issues, then it would be nice that MMH55-Settings file has some control line over MMH55_Utility_64 leveling experience, like raising experience needed for next level since MMH55_Utility_64 has two less skills.

It seems that number of witch huts that armg creates corresponds with number of players. Extra-large armg map with 4 players gets around 20 witch huts, extra-large armg map with 8 players gets around 40 huts. Perhaps it would be better if huts were connected with armg experience variable and placed on the transitive treasure zone or treasure zones only.

If chieftain that has stunning strike performs word of the chief, it applies stunning effect on friendly troop. Perhaps this could be a reason why chieftain auto-combat perform every war cry but avoids word of the chief? Can that be somehow compensated? If not, perhaps encourage in place of word of the chief and refined mana in place of encourage?

In addition, perhaps tribal teachings in place of buggy agonizing strike? It has sense since attack is some kind a trade mark for barbarians.

CobraL0rd, perhaps you should try to play on normal lookahead depth, perhaps AI will be more prone to risky behavior.

Iíve noticed more interesting behavior by auto-combat chieftains and fear-my-roar target neutral warcry. Auto-combat uses it against puppeted friendly creatures to lose their puppeted turn.
Itís not coincidence, Iíve tried it with both mmh5.5 9a version of puppet and mine, and both with MMH55 Utility_64 and standard MMH55_64 and it behaves the same.
Either it is designed to behave like that or combat calculations allow this behavior to happen.
On almost every puppeted friendly target (9 out of 10 times, different targets), chieftain used fear-my-roar target neutral warcry and by that, effectively neutralized puppet.
Iíve tried different versions of frenzy and it did not react on any of it.
So, previous usage of fear-my-roar target neutral warcry on frenzied friendly creature was either extremely rare calculation or purely anecdotal.

The function is needed for improving hand made maps, but in some cases those have artifacts that the mapmaker wants in a specific location. So in some cases they should not be swapped.
____________MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ

Quote:Why is it required to clear "artifactIDs" node, if artifacts remain same?

Because if a majority of artifacts are 'random blocks' these random blocks can never become h55 artifacts. So the problem arises when a custom map uses both random blocks and specific artifact placements, in that case you only want to update the list.
____________MMH5.5 Downloads | MMH5.5 Translations | MMH5.5 FAQ

I can confirm that AI never attacks city if there is hero in it. That makes all games much easier. And also, if I set difficulty to 'easy', I usually capture empty enemy city. Then enemy hero, even if he's stronger, hangs around doing nothing until Day 7. Didn't remember what's with 'Aggressive' setting but I think it's the same behaviour.

Quantomas said he had been working on new AI for 5 years already and have come close to finishing stage. I hope he will address this serious issue.

In addition, I have some questions:

1) How do I reduce number of Witch Huts on ARMG map? They're almost everywhere, it seems unbalanced to me and makes game less exciting.
2) This is more difficult. Is it possible to return old Skill Wheel. I like one from EE but the original is so more diverse and exciting for me. Although I wish the balance of many skills would stay the same (i.e. old skills that present in EE give the same values as after you balanced them)

However, not quite, the AI heroes will attack the cities if the defender is severely underpowerered, or if there is no hero guarding at all. But if there is a considerable amount of force inside, with no hero, much stronger than the enemy AI hero, then the AI hero won't attack and this is normal, as it should be.

This is completely game breaking, it makes things so easy! If the enemy heroes won't challenge enemy towns how are things ever going to be interesting? For me this is the only issue you have to fix guys.

@Cobralord: You have not been reading my posts, i don't have the AI source code so I can't do programming on it, only thing you can try is increasing/decreasing (likely between 0.1 and 1) this in defaultstats.xdb and see if it does anything:
<CowardiceVersusHuman>0.3</CowardiceVersusHuman>

@magnomagus I haven't been following development on this. That was my first post here yesterday and I was a little confused. Now i understand and i found more information on this project / mod, who's involved and the like. I was only just playing the mod for some time. But i understand now. Thanks.

However, not quite, the AI heroes will attack the cities if the defender is severely underpowerered, or if there is no hero guarding at all. But if there is a considerable amount of force inside, with no hero, much stronger than the enemy AI hero, then the AI hero won't attack and this is normal, as it should be.

You're right. I expressed my thoughts incorrectly. They actually attack my cities with weak guard or low-level hero without serious army. But since in most of games I'm agressor it's rarely a big issue. The biggest problem is that AI does not try to liberate his own city that I captured. And computer doesn't do it even if he is strong and has solid chance to beat me. That's why I often "cheating" and seize enemy city while their hero is walking around. I must note that setting difficulty (aka lookahead depth) up helps to avoid such situation. In this case AI is very attentive and doesn't let me to capture his capital for free.

I hope quantomas or magnogamus will note take it personal. I think that everything you did to the game made it great and playable. Vanilla Heroes are impossible to play with that disastrous AI and balance.

@cichy: excellent, unless you have objections I will write tutorial for your tool on moddb and include it with RC9b release so it will have more downloads. (ofc i will also add you to the credits)

Also I would like to run by you the following idea:

I have looked into water maps more thoroughly and found out that replacing floatsams with water objects is easier than previously thought. The coordinates of the floatsams can always be used by shipwreck/battle sites even if (according to the editor) they are too close to the coast, so their position does not need to be examined!

I have made new battles and rewards for all shipwreck objects so water maps can be much more fun if they can be added. ships also use their unique battlefield.

I have calculated as balanced to replace 30% of all floatsams on a water map with the following objects (each having a weight of 1):

also to fix balance issue would it be possible to remove all shipwrecked peasants? (but not the shipwrecked footman), these objects are essentially the same but there are simply too much of them giving too many free artifacts.

With these changes the RMG could make very well balanced water maps with greatly improved gameplay.